Treibh Caillte

A small tribe of creatures locally known as ursine dwellers inhabits Treibh Caillte. The clan lives inside their naturally formed cavern. The reclusive clan is hostile to outsiders. No one knows where they came from, only that they recently arrived and inhabited a cavern in Lough Gur they claimed as their own. None of the ursine dwellers have been seen outside Treibh Caillte, and since most locals stay away, not much is known about them.

Treibh Callite is *SAFE* to get to, bind at Connla, then Cross the river, and head south to zone wall. Follow zone wall past irewood saplings till you see a large path form in the forrest. Turn about 45 degrees and head into the forest on the other side. You should run into the dungeon, if not - you will come close. They recently removed all aggressive mobs from around the dungeon and south-east of it as well.

NOTE: If you go too far south along the zone wall, you will hit high level aggressive mobs, but this method is MUCH better than going from Innis!

New: My way may be a little longer time speaking but it is the safest way to do wether you go from Innis or Connla. Just take a horse to Culraid (the tree in the forest)and then walk to the south you should run into it. The location is approx 9k, 25k

* To access the teleporters you must kill the golems standing on them!

Most people think that the ONLY way to get to TC is via Innis - which is why it is avoided. Going through Innis you find a lot of purple agressive to hostile mobs.

My trick is to bind at Connla. Cross the riverand go south eas, until you hit the zone wall, then go east past the irewood saplings until you see an opening in the forrest. Stop. Turn to your left by about 45 degress and run into the forest. This will run you right into the dungeon without running into any purple mobs.

BEWARE: If you pass the irewood saplings and the forest opening, you WILL run into purple mobs.

Aye, the best method of hunting TC is to bind in Connla. However, simply take a horse from connla to culraid, then TC is a short - aggro free run to the South. Be on the lookout for Braghasgidheach the named luch catcher, and Luchtigern the named greater luch - both these mobs are in the vicinity and both offer nice one time drops.

I'm not sure if we just had an unlucky day in TC for drops, but we got about 5 Giant Swath Cutters (LW), and an endless supply of RF armor drop. Which was ironic considering we had 4 wardens, a hero, a champ, a ment, and a Druid...

Btw, in our group (hunting Scrags, Rock golems, ursine _______) we started with just one warden at lvl 29, 28 hero, 28 champ, and the rest were 24-27 (I was 25 with my warden :). Definately a post Den Dungeon.

Overall xp was great and drops were common, if not favorable. :) I'd suggest any leaving the Den looking for a place to group xp to come here.

I am level 33. TC is a great place for a group to go in and to fast pulls. Doing solo I can get about 4mil a kill. In a group it is 1 to 2 mil. But when you are pulling 10 times faster you level faster.

Good stuff for drops as well. I got a nice lev 37 casters robe. Ceremonial robes, plus to my intel and some other stuff.

The trogs were coming in groups of 3 and 4. Red to me at 31. We had somone not in group do a mezz, then we would shoot it with a bow. We only got one at a time then.

I dont know where everyone gets the idea that you need to be above lvl 28 for Treibh. I started heading down there at lvl 24 and at lvl 30+ the exp starts getting weak and its time to move on to the coruscating mines. But hey dont let me stop you from wasting your time :P

they named mobs, if you havent noticed most named mobs are for quests, dont drop anything special, unless your on the QUEST that invloves them, frickign eq mentality that its different kill it itll drop l33t ub3r stuff!

Most named creatures do drop items with a higher frequency. In TC, most of the names drop very often. When you start getting to bigger mobs, names are very good for drops. Perfect example being Madawg (the eldritch epic mob). He is part of the eld epic line yet he drops off the manifested terror list VERY often.

I'll give you that some epic mobs don't drop much. There are a couple that won't drop hardly anything and aren't worth messing with. But keep in mind that not all named mobs are part of quests. :)

Been here with my guild (lvl's 20 - 32). There is a Rock golem at the first intersection. that spawns insanely FAST (i.e about 20 - 30 second after you kill him). You can sit and camp him for days (loot sucks) but the xp is awsome. There are ursine (sp?) bears that drop armor for lvl 32-40 players. Expect adds on them they come single sometimes double and trip's most times. Deeper in there are some furbies (red to me at lvl 29). There is also the King King Vian (bear) easy to kill and like the golem respawns VERY FAST.

Besides the AWESOME swords (just ask any Heros) every Golem in there drops (at least 95% of the time) an orb of animation which sells for SEVENTY silver each. You can rack up the cash fast it you have three or four sackfuls of those.

Don't forget the archnids - they can be rough; but can drop nice armor as do the Ursine Dwellers, Patrols, Shamans, etc. You are right that you will get lots of adds - anywhere from 2 to 4 depending on how good of a pulle r and group you have.

The Troglodytes drop some nice stuff; but can only pull in groups of 4 to 6 which makes them very unliked and not pulled very often (you can not believe the numer of times I have heard someone in the group say "We could hunt Trogs." and heard a level 35 hero and level 35 druid say immediaately "There is no way that you can get me to hunt Trogs!")

I really love this place - awesome loot and experience for good groups levels 28-36. However, you need to make sure that your group is good - from personal experince I think you need this: 2 Heros at least 29-30 preferably one at 32 or higher 2 Druids at least 27 preferably one at 30 or higher 1 Bard at least at 29 (you need the bard mez bad as with endurance song) 1 Mentalist at least 28 for backup healing and mez but mainly for dazes, stuns, etc a Warden is nice for extra backup tank, healer, and buffer a caster is nice for extra damage (Eldritch) or crowd control (enchanter) a ranger is nice to pull; but Heros can usually pull with bow easily in that small space.

Now remember that this is my desired group - I am kinda spoiled cause I have been in this group for a bunch of times now and with the mentalist doing the regen buff and bard doing the endurance regen song, we pulled constantly for 2.5 hours - we actually ran out of stuff to pull and had to go looking all over it was awesome and we got great magical drops.